22 #include "MABodyStroked.hpp" 24 #include "core/MARandomness.hpp" 25 #include "types/MABodyMotion.hpp" 26 #include "types/MAComplexIndicators.hpp" 27 #include "types/MAHead.hpp" 28 #include "types/MARobotState.hpp" 29 #include "types/MATorso.hpp" 30 #include "MABackStroked.hpp" 31 #include "MAChinStroked.hpp" 32 #include "MACrownStroked.hpp" 33 #include "MANumberGameMaster.hpp" 35 #include "MABodyLieDownFromStanding.hpp" 36 #include "MABodyLieDownFromSitting.hpp" 37 #include "MABodySitDownFromStanding.hpp" 38 #include "MABodySitFromLying.hpp" 39 #include "MABodyStandUpFromLying.hpp" 40 #include "MABodyStandUpFromSitting.hpp" 41 #include "MAWalkMaster.hpp" 58 if (MA::RobotState->ComplexIndicators->AbyssWhileLying == -1 &&
61 !MA::RobotState->BodyMotion->OnStation)
68 if (MA::RobotState->Head->CrownStroked < 90 && MA::RobotState->Torso->BackStroked < 90 &&
69 MA::RobotState->Head->ChinStroked > 90 && MA::RobotState->ComplexIndicators->IsStandingPosture)
76 if ((MA::RobotState->Head->CrownStroked > 90 || MA::RobotState->Torso->BackStroked > 90 ||
77 MA::RobotState->Head->ChinStroked > 90) &&
78 (MA::RobotState->Head->CrownPressed < 50 && MA::RobotState->Torso->BackFButtonPressed < 50 &&
79 MA::RobotState->Torso->BackMButtonPressed < 50 && MA::RobotState->Torso->BackRButtonPressed < 50) &&
80 (MA::RobotState->BodyMotion->Lying > 80 || MA::RobotState->BodyMotion->OnStation ||
81 MA::RobotState->BodyMotion->Sitting > 80 || MA::RobotState->ComplexIndicators->IsStandingPosture))
99 if (MA::RobotState->Head->ChinStroked > 90 && !MA::RobotState->ComplexIndicators->IsStandingPosture)
100 MACreateBehavior<MAChinStroked>(
nullptr);
101 if (MA::RobotState->Head->CrownStroked > 90)
102 MACreateBehavior<MACrownStroked>(
nullptr);
103 if (MA::RobotState->Torso->BackStroked > 90)
104 MACreateBehavior<MABackStroked>(
nullptr);
Number game master behavior.
#define MA_RANDOM_POINT_1(_variable_name, _min, _max)
Set a random point with one value.
MA::DesiredConnectionMap DesiredConnections
Desired connection map to other behaviors.
void SetActivatedStateExpirationTime(const unsigned int expiration_time)
Set the activated state expiration time.
std::string MCGetClassName(T *instance=nullptr, const std::string &name_suffix="")
Get a class name.
virtual void ActivatingActions() override
Perform actions when the behavior is being activated.
#define MABEHAVIOR_IS_ACTIVATED(_behavior)
Check if a behavior exists and it is in activated state.
virtual bool IsFinished() override
Whether the behavior is finished.
bool HasActivatedStateExpired() const
Check if the activated state is expired.
virtual MABehavior::StimulusLevelType GetCurrentStimulus() override
Get the current behavior stimulus.